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The Essential Guide to Creating Multiplayer Games with Godot 4.0

You're reading from   The Essential Guide to Creating Multiplayer Games with Godot 4.0 Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Length 326 pages
Edition 1st Edition
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Author (1):
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Henrique Campos Henrique Campos
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Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server FREE CHAPTER 3. Chapter 2: Sending and Receiving Data 4. Chapter 3: Making a Lobby to Gather Players Together 5. Chapter 4: Creating an Online Chat 6. Part 2:Creating Online Multiplayer Mechanics
7. Chapter 5: Making an Online Quiz Game 8. Chapter 6: Building an Online Checkers Game 9. Chapter 7: Developing an Online Pong Game 10. Chapter 8: Creating an Online Co-Op Platformer Prototype 11. Chapter 9: Creating an Online Adventure Prototype 12. Part 3:Optimizing the Online Experience
13. Chapter 10: Debugging and Profiling the Network 14. Chapter 11: Optimizing Data Requests 15. Chapter 12: Implementing Lag Compensation 16. Chapter 13: Caching Data to Decrease Bandwidth 17. Index 18. Other Books You May Enjoy

Summary

In this chapter, we learned how the Godot Engine High-Level Network API provides quick and easy solutions to assign the correct “owner” of a game object and sync its state across the network. This ensures that players are playing in a shared environment with an actual human opponent on the other side.

We learned how to check whether the current game instance is the multiplayer authority and make it perform the proper behavior accordingly. We also learned how to change the multiplayer authority of a node hierarchy on the SceneTree, ensuring that only a given player can make and sync changes regarding this node and its children. To sync the changes, we used MultiplayerSynchronizer with the Physics mode of Visibility Update to ensure that the physics interactions of the game objects are synced across all network peers.

In the upcoming chapter, we will strengthen our knowledge of online multiplayer games by creating a platformer game that two or more players...

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